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Comparing deliantra/server/common/object.C (file contents):
Revision 1.31 by root, Mon Sep 11 23:33:27 2006 UTC vs.
Revision 1.91 by elmex, Tue Dec 26 10:51:52 2006 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
4 3
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
17 16
18 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 20
22 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22*/
24 23
25/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects. 24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
26 sub/add_weight will transcend the environment updating the carrying 25 sub/add_weight will transcend the environment updating the carrying
27 variable. */ 26 variable. */
29#include <stdio.h> 28#include <stdio.h>
30#include <sys/types.h> 29#include <sys/types.h>
31#include <sys/uio.h> 30#include <sys/uio.h>
32#include <object.h> 31#include <object.h>
33#include <funcpoint.h> 32#include <funcpoint.h>
34#include <skills.h>
35#include <loader.h> 33#include <loader.h>
36 34
35#include <bitset>
36
37int nrofallocobjects = 0; 37int nrofallocobjects = 0;
38static UUID uuid;
39const uint64 UUID_SKIP = 1<<19;
38 40
39object *objects; /* Pointer to the list of used objects */
40object *active_objects; /* List of active objects that need to be processed */ 41object *active_objects; /* List of active objects that need to be processed */
41 42
42short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
43 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
44}; 45};
51int freedir[SIZEOFFREE] = { 52int freedir[SIZEOFFREE] = {
52 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 53 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
53 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 54 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
54}; 55};
55 56
57static void
58write_uuid (void)
59{
60 char filename1[MAX_BUF], filename2[MAX_BUF];
61
62 sprintf (filename1, "%s/uuid", settings.localdir);
63 sprintf (filename2, "%s/uuid~", settings.localdir);
64
65 FILE *fp;
66
67 if (!(fp = fopen (filename2, "w")))
68 {
69 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
70 return;
71 }
72
73 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
74 fclose (fp);
75 rename (filename2, filename1);
76}
77
78static void
79read_uuid (void)
80{
81 char filename[MAX_BUF];
82
83 sprintf (filename, "%s/uuid", settings.localdir);
84
85 FILE *fp;
86
87 if (!(fp = fopen (filename, "r")))
88 {
89 if (errno == ENOENT)
90 {
91 LOG (llevInfo, "RESET uid to 1\n");
92 uuid.seq = 0;
93 write_uuid ();
94 return;
95 }
96
97 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
98 _exit (1);
99 }
100
101 int version;
102 unsigned long long uid;
103 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1)
104 {
105 LOG (llevError, "FATAL: error reading uid from %s!\n", filename);
106 _exit (1);
107 }
108
109 uuid.seq = uid;
110 write_uuid ();
111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
112 fclose (fp);
113}
114
115UUID
116gen_uuid ()
117{
118 UUID uid;
119
120 uid.seq = ++uuid.seq;
121
122 if (!(uuid.seq & (UUID_SKIP - 1)))
123 write_uuid ();
124
125 return uid;
126}
127
128void
129init_uuid ()
130{
131 read_uuid ();
132}
133
56/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 134/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
57static int 135static int
58compare_ob_value_lists_one (const object *wants, const object *has) 136compare_ob_value_lists_one (const object *wants, const object *has)
59{ 137{
60 key_value *wants_field; 138 key_value *wants_field;
63 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
64 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
65 */ 143 */
66 144
67 /* For each field in wants, */ 145 /* For each field in wants, */
68 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
69 { 147 {
70 key_value *has_field; 148 key_value *has_field;
71 149
72 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
73 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
107 * 185 *
108 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
109 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
110 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
111 * 189 *
112 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
113 * 191 *
114 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
115 * check weight 193 * check weight
116 */ 194 */
117 195
118bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
119{ 197{
120 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
121 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
122 return 0; 204 return 0;
123 205
124 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
125 return 0;
126
127 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
128 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
129 * used to store nrof). 209 * used to store nrof).
130 */ 210 */
131 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
141 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
142 222
143 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
144 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
145 225
146 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
147 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
148 * being locked in inventory should prevent merging.
149 * 0x4 in flags3 is CLIENT_SENT
150 */
151 if ((ob1->arch != ob2->arch) ||
152 (ob1->flags[0] != ob2->flags[0]) ||
153 (ob1->flags[1] != ob2->flags[1]) ||
154 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
155 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
156 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
157 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
158 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
159 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
160 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
161 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
162 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
163 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
164 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
165 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
166 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
167 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
168 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
169 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
170 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
171 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
172 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
173 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
174 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
175 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
176 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
177 return 0; 251 return 0;
178 252
179 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
180 * check all objects in the inventory. 254 * check all objects in the inventory.
181 */ 255 */
184 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
185 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
186 return 0; 260 return 0;
187 261
188 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
189 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
190 return 0; 264 return 0;
191 265
192 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
193 * if it is valid. 267 * if it is valid.
194 */ 268 */
255 { 329 {
256 if (inv->inv) 330 if (inv->inv)
257 sum_weight (inv); 331 sum_weight (inv);
258 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 332 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1);
259 } 333 }
334
260 if (op->type == CONTAINER && op->stats.Str) 335 if (op->type == CONTAINER && op->stats.Str)
261 sum = (sum * (100 - op->stats.Str)) / 100; 336 sum = (sum * (100 - op->stats.Str)) / 100;
337
262 if (op->carrying != sum) 338 if (op->carrying != sum)
263 op->carrying = sum; 339 op->carrying = sum;
340
264 return sum; 341 return sum;
265} 342}
266 343
267/** 344/**
268 * Return the outermost environment object for a given object. 345 * Return the outermost environment object for a given object.
275 op = op->env; 352 op = op->env;
276 return op; 353 return op;
277} 354}
278 355
279/* 356/*
280 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
281 * a better check. We basically keeping traversing up until we can't
282 * or find a player.
283 */
284
285object *
286is_player_inv (object *op)
287{
288 for (; op != NULL && op->type != PLAYER; op = op->env)
289 if (op->env == op)
290 op->env = NULL;
291 return op;
292}
293
294/*
295 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
296 * Some error messages. 358 * Some error messages.
297 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
298 */ 360 */
299 361
300void 362char *
301dump_object2 (object *op)
302{
303 errmsg[0] = 0;
304 return;
305 //TODO//D#d#
306#if 0
307 char *cp;
308
309/* object *tmp;*/
310
311 if (op->arch != NULL)
312 {
313 strcat (errmsg, "arch ");
314 strcat (errmsg, op->arch->name ? op->arch->name : "(null)");
315 strcat (errmsg, "\n");
316 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
317 strcat (errmsg, cp);
318# if 0
319 /* Don't dump player diffs - they are too long, mostly meaningless, and
320 * will overflow the buffer.
321 * Changed so that we don't dump inventory either. This may
322 * also overflow the buffer.
323 */
324 if (op->type != PLAYER && (cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
325 strcat (errmsg, cp);
326 for (tmp = op->inv; tmp; tmp = tmp->below)
327 dump_object2 (tmp);
328# endif
329 strcat (errmsg, "end\n");
330 }
331 else
332 {
333 strcat (errmsg, "Object ");
334 if (op->name == NULL)
335 strcat (errmsg, "(null)");
336 else
337 strcat (errmsg, op->name);
338 strcat (errmsg, "\n");
339# if 0
340 if ((cp = get_ob_diff (op, &empty_archetype->clone)) != NULL)
341 strcat (errmsg, cp);
342 for (tmp = op->inv; tmp; tmp = tmp->below)
343 dump_object2 (tmp);
344# endif
345 strcat (errmsg, "end\n");
346 }
347#endif
348}
349
350/*
351 * Dumps an object. Returns output in the static global errmsg array.
352 */
353
354void
355dump_object (object *op) 363dump_object (object *op)
356{ 364{
357 if (op == NULL) 365 if (!op)
358 { 366 return strdup ("[NULLOBJ]");
359 strcpy (errmsg, "[NULL pointer]");
360 return;
361 }
362 errmsg[0] = '\0';
363 dump_object2 (op);
364}
365 367
366void 368 object_freezer freezer;
367dump_all_objects (void) 369 save_object (freezer, op, 1);
368{ 370 return freezer.as_string ();
369 object *op;
370
371 for (op = objects; op != NULL; op = op->next)
372 {
373 dump_object (op);
374 fprintf (logfile, "Object %d\n:%s\n", op->count, errmsg);
375 }
376} 371}
377 372
378/* 373/*
379 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
380 * multi-object 1 which is closest to the second object. 375 * multi-object 1 which is closest to the second object.
400 */ 395 */
401 396
402object * 397object *
403find_object (tag_t i) 398find_object (tag_t i)
404{ 399{
405 object *op; 400 for (object *op = object::first; op; op = op->next)
406
407 for (op = objects; op != NULL; op = op->next)
408 if (op->count == i) 401 if (op->count == i)
409 break; 402 return op;
403
410 return op; 404 return 0;
411} 405}
412 406
413/* 407/*
414 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
415 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
417 */ 411 */
418 412
419object * 413object *
420find_object_name (const char *str) 414find_object_name (const char *str)
421{ 415{
422 const char *name = shstr::find (str); 416 shstr_cmp str_ (str);
423 object *op; 417 object *op;
424 418
425 for (op = objects; op != NULL; op = op->next) 419 for (op = object::first; op != NULL; op = op->next)
426 if (&op->name == name) 420 if (op->name == str_)
427 break; 421 break;
428 422
429 return op; 423 return op;
430} 424}
431 425
432void 426void
433free_all_object_data () 427free_all_object_data ()
434{ 428{
435 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects); 429 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
436}
437
438/*
439 * Returns the object which this object marks as being the owner.
440 * A id-scheme is used to avoid pointing to objects which have been
441 * freed and are now reused. If this is detected, the owner is
442 * set to NULL, and NULL is returned.
443 * Changed 2004-02-12 - if the player is setting at the play again
444 * prompt, he is removed, and we don't want to treat him as an owner of
445 * anything, so check removed flag. I don't expect that this should break
446 * anything - once an object is removed, it is basically dead anyways.
447 */
448object *
449object::get_owner ()
450{
451 if (!owner
452 || QUERY_FLAG (owner, FLAG_FREED)
453 || QUERY_FLAG (owner, FLAG_REMOVED))
454 owner = 0;
455
456 return owner;
457} 430}
458 431
459/* 432/*
460 * Sets the owner and sets the skill and exp pointers to owner's current 433 * Sets the owner and sets the skill and exp pointers to owner's current
461 * skill and experience objects. 434 * skill and experience objects.
494 } 467 }
495 468
496 op->key_values = 0; 469 op->key_values = 0;
497} 470}
498 471
499void object::clear ()
500{
501 attachable_base::clear ();
502
503 free_key_values (this);
504
505 owner = 0;
506 name = 0;
507 name_pl = 0;
508 title = 0;
509 race = 0;
510 slaying = 0;
511 skill = 0;
512 msg = 0;
513 lore = 0;
514 custom_name = 0;
515 materialname = 0;
516 contr = 0;
517 below = 0;
518 above = 0;
519 inv = 0;
520 container = 0;
521 env = 0;
522 more = 0;
523 head = 0;
524 map = 0;
525 active_next = 0;
526 active_prev = 0;
527
528 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
529
530 SET_FLAG (this, FLAG_REMOVED);
531
532 /* What is not cleared is next, prev, and count */
533
534 expmul = 1.0;
535 face = blank_face;
536 attacked_by_count = -1;
537
538 if (settings.casting_time)
539 casting_time = -1;
540}
541
542void object::clone (object *destination)
543{
544 *(object_copy *)destination = *this;
545 *(object_pod *)destination = *this;
546
547 if (self || cb)
548 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
549}
550
551/* 472/*
552 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
553 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
554 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
555 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
556 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
557 * will point at garbage. 478 * will point at garbage.
558 */ 479 */
559void 480void
560copy_object (object *op2, object *op) 481object::copy_to (object *dst)
561{ 482{
562 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
563 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
564 485
565 op2->clone (op); 486 *(object_copy *)dst = *this;
566 487
567 if (is_freed) 488 if (is_freed)
568 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
569 if (is_removed) 491 if (is_removed)
570 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
571 493
572 if (op2->speed < 0) 494 if (speed < 0)
573 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
574 496
575 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
576 if (op2->key_values) 498 if (key_values)
577 { 499 {
578 key_value *tail = 0; 500 key_value *tail = 0;
579 key_value *i; 501 key_value *i;
580 502
581 op->key_values = 0; 503 dst->key_values = 0;
582 504
583 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
584 { 506 {
585 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
586 508
587 new_link->next = 0; 509 new_link->next = 0;
588 new_link->key = i->key; 510 new_link->key = i->key;
589 new_link->value = i->value; 511 new_link->value = i->value;
590 512
591 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
592 if (!op->key_values) 514 if (!dst->key_values)
593 { 515 {
594 op->key_values = new_link; 516 dst->key_values = new_link;
595 tail = new_link; 517 tail = new_link;
596 } 518 }
597 else 519 else
598 { 520 {
599 tail->next = new_link; 521 tail->next = new_link;
600 tail = new_link; 522 tail = new_link;
601 } 523 }
602 } 524 }
603 } 525 }
604 526
605 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
606} 536}
607 537
608/* 538/*
609 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
610 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
624 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
625 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
626 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
627 */ 557 */
628void 558void
629update_ob_speed (object *op) 559object::set_speed (float speed)
630{ 560{
631 extern int arch_init; 561 extern int arch_init;
632 562
633 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
634 * since they never really need to be updated. 564 * since they never really need to be updated.
635 */ 565 */
636 566 if (flag [FLAG_FREED] && speed)
637 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
638 { 567 {
639 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
640#ifdef MANY_CORES
641 abort ();
642#else
643 op->speed = 0; 569 speed = 0;
644#endif
645 } 570 }
571
572 this->speed = speed;
646 573
647 if (arch_init) 574 if (arch_init)
648 return; 575 return;
649 576
650 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
651 { 578 {
652 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
653 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
654 return; 581 return;
655 582
656 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
657 * of the list. */ 584 * of the list. */
658 op->active_next = active_objects; 585 active_next = active_objects;
659 586
660 if (op->active_next != NULL) 587 if (active_next)
661 op->active_next->active_prev = op; 588 active_next->active_prev = this;
662 589
663 active_objects = op; 590 active_objects = this;
664 } 591 }
665 else 592 else
666 { 593 {
667 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
668 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
669 return; 596 return;
670 597
671 if (op->active_prev == NULL) 598 if (!active_prev)
672 { 599 {
673 active_objects = op->active_next; 600 active_objects = active_next;
674 601
675 if (op->active_next != NULL) 602 if (active_next)
676 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
677 } 604 }
678 else 605 else
679 { 606 {
680 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
681 608
682 if (op->active_next) 609 if (active_next)
683 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
684 } 611 }
685 612
686 op->active_next = NULL; 613 active_next = 0;
687 op->active_prev = NULL; 614 active_prev = 0;
688 } 615 }
689} 616}
690 617
691/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
692 * objects. 619 * objects.
718 op->active_next = NULL; 645 op->active_next = NULL;
719 op->active_prev = NULL; 646 op->active_prev = NULL;
720} 647}
721 648
722/* 649/*
723 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
724 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
725 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
726 * invisible object, etc...) 653 * invisible object, etc...)
727 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
728 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
729 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
730 * 657 *
731 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
732 * For example, if the only thing that has changed is the face (due to
733 * an animation), we don't need to call update_position until that actually
734 * comes into view of a player. OTOH, many other things, like addition/removal
735 * of walls or living creatures may need us to update the flags now.
736 * current action are: 659 * current action are:
737 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
738 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
739 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
740 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
741 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
742 */ 665 */
743
744void 666void
745update_object (object *op, int action) 667update_object (object *op, int action)
746{ 668{
747 int update_now = 0, flags;
748 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
749 670
750 if (op == NULL) 671 if (op == NULL)
751 { 672 {
752 /* this should never happen */ 673 /* this should never happen */
753 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
754 return; 675 return;
755 } 676 }
756 677
757 if (op->env != NULL) 678 if (op->env)
758 { 679 {
759 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
760 * to do in this case. 681 * to do in this case.
761 */ 682 */
762 return; 683 return;
767 */ 688 */
768 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
769 return; 690 return;
770 691
771 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
772 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
773 { 694 {
774 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
775#ifdef MANY_CORES 696#ifdef MANY_CORES
776 abort (); 697 abort ();
777#endif 698#endif
778 return; 699 return;
779 } 700 }
780 701
781 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
782 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
783 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
784 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
785 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
786 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
787 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
788 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
789 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
790 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
791 update_now = 1;
792
793 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
794 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
795 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
796 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
797 update_now = 1;
798
799 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
800 update_now = 1;
801
802 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
803 update_now = 1;
804
805 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
806 update_now = 1;
807
808 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
809 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
810
811 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
812 * to have move_allow right now. 719 * to have move_allow right now.
813 */ 720 */
814 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
815 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
816 723 m.flags_ = P_NEED_UPDATE;
817 if ((move_slow | op->move_slow) != move_slow)
818 update_now = 1;
819 } 724 }
820 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
821 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
822 * that is being removed. 727 * that is being removed.
823 */ 728 */
824 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
825 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
826 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
827 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
828 else 733 else
829 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
830 735
831 if (update_now)
832 {
833 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
834 update_position (op->map, op->x, op->y);
835 }
836
837 if (op->more != NULL) 736 if (op->more)
838 update_object (op->more, action); 737 update_object (op->more, action);
839} 738}
840 739
841static unordered_vector<object *> mortals; 740object::vector object::objects; // not yet used
842static std::vector<object *> freed; 741object *object::first;
843
844void object::free_mortals ()
845{
846 for (unordered_vector<object *>::iterator i = mortals.begin (); i != mortals.end ();)
847 if ((*i)->refcnt)
848 ++i; // further delay freeing
849 else
850 {
851 freed.push_back (*i);//D
852 //delete *i;
853 mortals.erase (i);
854 }
855
856 if (mortals.size())//D
857 LOG (llevDebug, "%d objects in mortal queue\n", mortals.size());//D
858}
859 742
860object::object () 743object::object ()
861{ 744{
862 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
863 746
864 expmul = 1.0; 747 expmul = 1.0;
865 face = blank_face; 748 face = blank_face;
866 attacked_by_count = -1;
867} 749}
868 750
869object::~object () 751object::~object ()
870{ 752{
871 free_key_values (this); 753 free_key_values (this);
872} 754}
873 755
874void object::link () 756void object::link ()
875{ 757{
876 count = ++ob_count; 758 count = ++ob_count;
759 uuid = gen_uuid ();
877 760
878 prev = 0; 761 prev = 0;
879 next = objects; 762 next = object::first;
880 763
881 if (objects) 764 if (object::first)
882 objects->prev = this; 765 object::first->prev = this;
883 766
884 objects = this; 767 object::first = this;
885} 768}
886 769
887void object::unlink () 770void object::unlink ()
888{ 771{
889 count = 0; 772 if (this == object::first)
773 object::first = next;
890 774
891 /* Remove this object from the list of used objects */ 775 /* Remove this object from the list of used objects */
892 if (prev)
893 {
894 prev->next = next; 776 if (prev) prev->next = next;
777 if (next) next->prev = prev;
778
895 prev = 0; 779 prev = 0;
896 }
897
898 if (next)
899 {
900 next->prev = prev;
901 next = 0; 780 next = 0;
781}
782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
902 } 795 {
796 while (inv)
797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
903 804
904 if (this == objects) 805 if (op->flag [FLAG_STARTEQUIP]
905 objects = next; 806 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE
808 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy ();
811 else
812 {
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 }
819 }
906} 820}
907 821
908object *object::create () 822object *object::create ()
909{ 823{
910 object *
911 op;
912
913 if (freed.empty ())
914 op = new object; 824 object *op = new object;
915 else
916 {
917 // highly annoying, but the only way to get it stable right now
918 op = freed.back ();
919 freed.pop_back ();
920 op->~object ();
921 new ((void *) op) object;
922 }
923
924 op->link (); 825 op->link ();
925 return op; 826 return op;
926} 827}
927 828
928/* 829void
929 * free_object() frees everything allocated by an object, removes 830object::do_destroy ()
930 * it from the list of used objects, and puts it on the list of
931 * free objects. The IS_FREED() flag is set in the object.
932 * The object must have been removed by remove_ob() first for
933 * this function to succeed.
934 *
935 * If free_inventory is set, free inventory as well. Else drop items in
936 * inventory to the ground.
937 */
938void object::free (bool free_inventory)
939{ 831{
940 if (QUERY_FLAG (this, FLAG_FREED)) 832 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this);
834
835 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this);
837
838 if (!flag [FLAG_REMOVED])
839 remove ();
840
841 if (flag [FLAG_FREED])
941 return; 842 return;
942 843
943 if (!QUERY_FLAG (this, FLAG_REMOVED)) 844 flag [FLAG_FREED] = 1;
944 remove_ob (this);
945 845
946 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 846 attachable::do_destroy ();
947 remove_friendly_object (this);
948 847
949 SET_FLAG (this, FLAG_FREED); 848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
950 873
951 if (more) 874 if (more)
952 { 875 {
953 more->free (free_inventory); 876 more->destroy ();
954 more = 0; 877 more = 0;
955 } 878 }
956 879
957 if (inv) 880 // clear those pointers that likely might have circular references to us
958 {
959 /* Only if the space blocks everything do we not process -
960 * if some form of movement is allowed, let objects
961 * drop on that space.
962 */
963 if (free_inventory || !map || map->in_memory != MAP_IN_MEMORY || (GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL))
964 {
965 object *op = inv;
966
967 while (op)
968 {
969 object *tmp = op->below;
970 op->free (free_inventory);
971 op = tmp;
972 }
973 }
974 else
975 { /* Put objects in inventory onto this space */
976 object *op = inv;
977
978 while (op)
979 {
980 object *tmp = op->below;
981
982 remove_ob (op);
983
984 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
985 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
986 free_object (op);
987 else
988 {
989 op->x = x;
990 op->y = y;
991 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
992 }
993
994 op = tmp;
995 }
996 }
997 }
998
999 owner = 0; 881 owner = 0;
882 enemy = 0;
883 attacked_by = 0;
1000 884
1001 /* Remove object from the active list */ 885 // only relevant for players(?), but make sure of it anyways
1002 speed = 0; 886 contr = 0;
1003 update_ob_speed (this); 887}
1004 888
1005 unlink (); 889void
890object::destroy (bool destroy_inventory)
891{
892 if (destroyed ())
893 return;
1006 894
1007 mortals.push_back (this); 895 if (destroy_inventory)
896 destroy_inv (false);
897
898 attachable::destroy ();
1008} 899}
1009 900
1010/* 901/*
1011 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
1012 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
1013 */ 904 */
1014
1015void 905void
1016sub_weight (object *op, signed long weight) 906sub_weight (object *op, signed long weight)
1017{ 907{
1018 while (op != NULL) 908 while (op != NULL)
1019 { 909 {
1020 if (op->type == CONTAINER) 910 if (op->type == CONTAINER)
1021 {
1022 weight = (signed long) (weight * (100 - op->stats.Str) / 100); 911 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1023 } 912
1024 op->carrying -= weight; 913 op->carrying -= weight;
1025 op = op->env; 914 op = op->env;
1026 } 915 }
1027} 916}
1028 917
1029/* remove_ob(op): 918/* op->remove ():
1030 * This function removes the object op from the linked list of objects 919 * This function removes the object op from the linked list of objects
1031 * which it is currently tied to. When this function is done, the 920 * which it is currently tied to. When this function is done, the
1032 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1033 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1034 * the previous environment. 923 * the previous environment.
1035 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1036 */ 925 */
1037
1038void 926void
1039remove_ob (object *op) 927object::remove ()
1040{ 928{
929 object *tmp, *last = 0;
1041 object * 930 object *otmp;
1042 tmp, *
1043 last = NULL;
1044 object *
1045 otmp;
1046 931
1047 tag_t
1048 tag;
1049 int
1050 check_walk_off;
1051 mapstruct *
1052 m;
1053
1054 sint16
1055 x,
1056 y;
1057
1058 if (QUERY_FLAG (op, FLAG_REMOVED)) 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1059 return; 933 return;
1060 934
1061 SET_FLAG (op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1062 937
1063 if (op->more != NULL) 938 if (more)
1064 remove_ob (op->more); 939 more->remove ();
1065 940
1066 /* 941 /*
1067 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1068 * inventory. 943 * inventory.
1069 */ 944 */
1070 if (op->env != NULL) 945 if (env)
1071 { 946 {
1072 if (op->nrof) 947 if (nrof)
1073 sub_weight (op->env, op->weight * op->nrof); 948 sub_weight (env, weight * nrof);
1074 else 949 else
1075 sub_weight (op->env, op->weight + op->carrying); 950 sub_weight (env, weight + carrying);
1076 951
1077 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1078 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1079 * to save cpu time. 954 * to save cpu time.
1080 */ 955 */
1081 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1082 fix_player (otmp); 957 otmp->update_stats ();
1083 958
1084 if (op->above != NULL) 959 if (above != NULL)
1085 op->above->below = op->below; 960 above->below = below;
1086 else 961 else
1087 op->env->inv = op->below; 962 env->inv = below;
1088 963
1089 if (op->below != NULL) 964 if (below != NULL)
1090 op->below->above = op->above; 965 below->above = above;
1091 966
1092 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1093 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1094 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1095 */ 970 */
1096 op->x = op->env->x, op->y = op->env->y; 971 x = env->x, y = env->y;
1097 op->map = op->env->map; 972 map = env->map;
1098 op->above = NULL, op->below = NULL; 973 above = 0, below = 0;
1099 op->env = NULL; 974 env = 0;
1100 } 975 }
1101 else if (op->map) 976 else if (map)
1102 { 977 {
1103 x = op->x;
1104 y = op->y;
1105 m = get_map_from_coord (op->map, &x, &y);
1106
1107 if (!m)
1108 {
1109 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1110 op->map->path, op->x, op->y);
1111 /* in old days, we used to set x and y to 0 and continue.
1112 * it seems if we get into this case, something is probablye
1113 * screwed up and should be fixed.
1114 */
1115 abort ();
1116 }
1117
1118 if (op->map != m)
1119 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1120 op->map->path, m->path, op->x, op->y, x, y);
1121
1122 /* Re did the following section of code - it looks like it had 978 /* Re did the following section of code - it looks like it had
1123 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1124 */ 980 */
1125 981
1126 /* link the object above us */ 982 /* link the object above us */
1127 if (op->above) 983 if (above)
1128 op->above->below = op->below; 984 above->below = below;
1129 else 985 else
1130 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1131 987
1132 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1133 if (op->below) 989 if (below)
1134 op->below->above = op->above; 990 below->above = above;
1135 else 991 else
1136 { 992 {
1137 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1138 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1139 * evident 995 * evident
1140 */ 996 */
1141 if (GET_MAP_OB (m, x, y) != op) 997 if (GET_MAP_OB (map, x, y) != this)
1142 { 998 {
1143 dump_object (op); 999 char *dump = dump_object (this);
1144 LOG (llevError, 1000 LOG (llevError,
1145 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", errmsg); 1001 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1002 free (dump);
1146 dump_object (GET_MAP_OB (m, x, y)); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1147 LOG (llevError, "%s\n", errmsg); 1004 LOG (llevError, "%s\n", dump);
1005 free (dump);
1148 } 1006 }
1149 1007
1150 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1008 map->at (x, y).bot = above; /* goes on above it. */
1151 } 1009 }
1152 1010
1153 op->above = 0; 1011 above = 0;
1154 op->below = 0; 1012 below = 0;
1155 1013
1156 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1157 return; 1015 return;
1158 1016
1159 tag = op->count; 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1160 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1161 1018
1162 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1163 { 1020 {
1164 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1165 * being removed. 1022 * being removed.
1166 */ 1023 */
1167 1024
1168 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1169 { 1026 {
1170 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1171 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1172 * appropriately. 1029 * appropriately.
1173 */ 1030 */
1174 if (tmp->container == op) 1031 if (tmp->container == this)
1175 { 1032 {
1176 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1177 tmp->container = NULL; 1034 tmp->container = 0;
1178 } 1035 }
1179 1036
1180 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1181 } 1039 }
1182 1040
1183 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1184 if (check_walk_off && ((op->move_type & tmp->move_off) && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1042 if (check_walk_off
1043 && ((move_type & tmp->move_off)
1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1185 { 1045 {
1186 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1187 1047
1188 if (was_destroyed (op, tag)) 1048 if (destroyed ())
1189 {
1190 LOG (llevError, "BUG: remove_ob(): name %s, archname %s destroyed " "leaving object\n", &tmp->name, &tmp->arch->name); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1191 }
1192 } 1050 }
1193 1051
1194 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1195 1053
1196 if (tmp->above == tmp) 1054 if (tmp->above == tmp)
1197 tmp->above = NULL; 1055 tmp->above = 0;
1198 1056
1199 last = tmp; 1057 last = tmp;
1200 } 1058 }
1201 1059
1202 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL of there are no objects on this space */
1203 if (last == NULL) 1061 if (!last)
1204 { 1062 map->at (x, y).flags_ = P_NEED_UPDATE;
1205 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1206 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1207 * those out anyways, and if there are any flags set right now, they won't
1208 * be correct anyways.
1209 */
1210 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1211 update_position (op->map, op->x, op->y);
1212 }
1213 else 1063 else
1214 update_object (last, UP_OBJ_REMOVE); 1064 update_object (last, UP_OBJ_REMOVE);
1215 1065
1216 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1217 update_all_los (op->map, op->x, op->y); 1067 update_all_los (map, x, y);
1218 } 1068 }
1219} 1069}
1220 1070
1221/* 1071/*
1222 * merge_ob(op,top): 1072 * merge_ob(op,top):
1224 * This function goes through all objects below and including top, and 1074 * This function goes through all objects below and including top, and
1225 * merges op to the first matching object. 1075 * merges op to the first matching object.
1226 * If top is NULL, it is calculated. 1076 * If top is NULL, it is calculated.
1227 * Returns pointer to object if it succeded in the merge, otherwise NULL 1077 * Returns pointer to object if it succeded in the merge, otherwise NULL
1228 */ 1078 */
1229
1230object * 1079object *
1231merge_ob (object *op, object *top) 1080merge_ob (object *op, object *top)
1232{ 1081{
1233 if (!op->nrof) 1082 if (!op->nrof)
1234 return 0; 1083 return 0;
1235 1084
1236 if (top == NULL) 1085 if (top)
1237 for (top = op; top != NULL && top->above != NULL; top = top->above); 1086 for (top = op; top && top->above; top = top->above)
1087 ;
1238 1088
1239 for (; top != NULL; top = top->below) 1089 for (; top; top = top->below)
1240 { 1090 {
1241 if (top == op) 1091 if (top == op)
1242 continue; 1092 continue;
1243 if (CAN_MERGE (op, top)) 1093
1094 if (object::can_merge (op, top))
1244 { 1095 {
1245 top->nrof += op->nrof; 1096 top->nrof += op->nrof;
1246 1097
1247/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1098/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1248 op->weight = 0; /* Don't want any adjustements now */ 1099 op->weight = 0; /* Don't want any adjustements now */
1249 remove_ob (op); 1100 op->destroy ();
1250 free_object (op);
1251 return top; 1101 return top;
1252 } 1102 }
1253 } 1103 }
1254 1104
1255 return NULL; 1105 return 0;
1256} 1106}
1257 1107
1258/* 1108/*
1259 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1109 * same as insert_ob_in_map except it handle separate coordinates and do a clean
1260 * job preparing multi-part monsters 1110 * job preparing multi-part monsters
1261 */ 1111 */
1262object * 1112object *
1263insert_ob_in_map_at (object *op, mapstruct *m, object *originator, int flag, int x, int y) 1113insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1264{ 1114{
1265 object *tmp; 1115 object *tmp;
1266 1116
1267 if (op->head) 1117 if (op->head)
1268 op = op->head; 1118 op = op->head;
1294 * Return value: 1144 * Return value:
1295 * new object if 'op' was merged with other object 1145 * new object if 'op' was merged with other object
1296 * NULL if 'op' was destroyed 1146 * NULL if 'op' was destroyed
1297 * just 'op' otherwise 1147 * just 'op' otherwise
1298 */ 1148 */
1299
1300object * 1149object *
1301insert_ob_in_map (object *op, mapstruct *m, object *originator, int flag) 1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1302{ 1151{
1303 object *tmp, *top, *floor = NULL; 1152 object *tmp, *top, *floor = NULL;
1304 sint16 x, y; 1153 sint16 x, y;
1305 1154
1306 if (QUERY_FLAG (op, FLAG_FREED)) 1155 if (QUERY_FLAG (op, FLAG_FREED))
1309 return NULL; 1158 return NULL;
1310 } 1159 }
1311 1160
1312 if (m == NULL) 1161 if (m == NULL)
1313 { 1162 {
1314 dump_object (op); 1163 char *dump = dump_object (op);
1315 LOG (llevError, "Trying to insert in null-map!\n%s\n", errmsg); 1164 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1165 free (dump);
1316 return op; 1166 return op;
1317 } 1167 }
1318 1168
1319 if (out_of_map (m, op->x, op->y)) 1169 if (out_of_map (m, op->x, op->y))
1320 { 1170 {
1321 dump_object (op); 1171 char *dump = dump_object (op);
1322 LOG (llevError, "Trying to insert object outside the map.\n%s\n", errmsg); 1172 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1323#ifdef MANY_CORES 1173#ifdef MANY_CORES
1324 /* Better to catch this here, as otherwise the next use of this object 1174 /* Better to catch this here, as otherwise the next use of this object
1325 * is likely to cause a crash. Better to find out where it is getting 1175 * is likely to cause a crash. Better to find out where it is getting
1326 * improperly inserted. 1176 * improperly inserted.
1327 */ 1177 */
1328 abort (); 1178 abort ();
1329#endif 1179#endif
1180 free (dump);
1330 return op; 1181 return op;
1331 } 1182 }
1332 1183
1333 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1184 if (!QUERY_FLAG (op, FLAG_REMOVED))
1334 { 1185 {
1335 dump_object (op); 1186 char *dump = dump_object (op);
1336 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", errmsg); 1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1188 free (dump);
1337 return op; 1189 return op;
1338 } 1190 }
1339 1191
1340 if (op->more != NULL) 1192 if (op->more)
1341 { 1193 {
1342 /* The part may be on a different map. */ 1194 /* The part may be on a different map. */
1343 1195
1344 object *more = op->more; 1196 object *more = op->more;
1345 1197
1361 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1362 { 1214 {
1363 if (!op->head) 1215 if (!op->head)
1364 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1365 1217
1366 return NULL; 1218 return 0;
1367 } 1219 }
1368 } 1220 }
1369 1221
1370 CLEAR_FLAG (op, FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1371 1223
1379 1231
1380 /* this has to be done after we translate the coordinates. 1232 /* this has to be done after we translate the coordinates.
1381 */ 1233 */
1382 if (op->nrof && !(flag & INS_NO_MERGE)) 1234 if (op->nrof && !(flag & INS_NO_MERGE))
1383 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1384 if (CAN_MERGE (op, tmp)) 1236 if (object::can_merge (op, tmp))
1385 { 1237 {
1386 op->nrof += tmp->nrof; 1238 op->nrof += tmp->nrof;
1387 remove_ob (tmp); 1239 tmp->destroy ();
1388 free_object (tmp);
1389 } 1240 }
1390 1241
1391 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1242 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1392 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1243 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1393 1244
1406 op->below = originator->below; 1257 op->below = originator->below;
1407 1258
1408 if (op->below) 1259 if (op->below)
1409 op->below->above = op; 1260 op->below->above = op;
1410 else 1261 else
1411 SET_MAP_OB (op->map, op->x, op->y, op); 1262 op->ms ().bot = op;
1412 1263
1413 /* since *below* originator, no need to update top */ 1264 /* since *below* originator, no need to update top */
1414 originator->below = op; 1265 originator->below = op;
1415 } 1266 }
1416 else 1267 else
1462 * If INS_ON_TOP is used, don't do this processing 1313 * If INS_ON_TOP is used, don't do this processing
1463 * Need to find the object that in fact blocks view, otherwise 1314 * Need to find the object that in fact blocks view, otherwise
1464 * stacking is a bit odd. 1315 * stacking is a bit odd.
1465 */ 1316 */
1466 if (!(flag & INS_ON_TOP) && 1317 if (!(flag & INS_ON_TOP) &&
1467 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1468 { 1319 {
1469 for (last = top; last != floor; last = last->below) 1320 for (last = top; last != floor; last = last->below)
1470 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1471 break; 1322 break;
1472 /* Check to see if we found the object that blocks view, 1323 /* Check to see if we found the object that blocks view,
1495 1346
1496 if (op->above) 1347 if (op->above)
1497 op->above->below = op; 1348 op->above->below = op;
1498 1349
1499 op->below = NULL; 1350 op->below = NULL;
1500 SET_MAP_OB (op->map, op->x, op->y, op); 1351 op->ms ().bot = op;
1501 } 1352 }
1502 else 1353 else
1503 { /* get inserted into the stack above top */ 1354 { /* get inserted into the stack above top */
1504 op->above = top->above; 1355 op->above = top->above;
1505 1356
1509 op->below = top; 1360 op->below = top;
1510 top->above = op; 1361 top->above = op;
1511 } 1362 }
1512 1363
1513 if (op->above == NULL) 1364 if (op->above == NULL)
1514 SET_MAP_TOP (op->map, op->x, op->y, op); 1365 op->ms ().top = op;
1515 } /* else not INS_BELOW_ORIGINATOR */ 1366 } /* else not INS_BELOW_ORIGINATOR */
1516 1367
1517 if (op->type == PLAYER) 1368 if (op->type == PLAYER)
1518 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1519 1370
1520 /* If we have a floor, we know the player, if any, will be above 1371 /* If we have a floor, we know the player, if any, will be above
1521 * it, so save a few ticks and start from there. 1372 * it, so save a few ticks and start from there.
1522 */ 1373 */
1523 if (!(flag & INS_MAP_LOAD)) 1374 if (!(flag & INS_MAP_LOAD))
1524 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1375 if (object *pl = op->ms ().player ())
1525 if (tmp->type == PLAYER) 1376 if (pl->contr->ns)
1526 tmp->contr->socket.update_look = 1; 1377 pl->contr->ns->floorbox_update ();
1527 1378
1528 /* If this object glows, it may affect lighting conditions that are 1379 /* If this object glows, it may affect lighting conditions that are
1529 * visible to others on this map. But update_all_los is really 1380 * visible to others on this map. But update_all_los is really
1530 * an inefficient way to do this, as it means los for all players 1381 * an inefficient way to do this, as it means los for all players
1531 * on the map will get recalculated. The players could very well 1382 * on the map will get recalculated. The players could very well
1532 * be far away from this change and not affected in any way - 1383 * be far away from this change and not affected in any way -
1533 * this should get redone to only look for players within range, 1384 * this should get redone to only look for players within range,
1534 * or just updating the P_NEED_UPDATE for spaces within this area 1385 * or just updating the P_NEED_UPDATE for spaces within this area
1535 * of effect may be sufficient. 1386 * of effect may be sufficient.
1536 */ 1387 */
1537 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1388 if (op->map->darkness && (op->glow_radius != 0))
1538 update_all_los (op->map, op->x, op->y); 1389 update_all_los (op->map, op->x, op->y);
1539 1390
1540 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1391 /* updates flags (blocked, alive, no magic, etc) for this map space */
1541 update_object (op, UP_OBJ_INSERT); 1392 update_object (op, UP_OBJ_INSERT);
1542 1393
1394 INVOKE_OBJECT (INSERT, op);
1395
1543 /* Don't know if moving this to the end will break anything. However, 1396 /* Don't know if moving this to the end will break anything. However,
1544 * we want to have update_look set above before calling this. 1397 * we want to have floorbox_update called before calling this.
1545 * 1398 *
1546 * check_move_on() must be after this because code called from 1399 * check_move_on() must be after this because code called from
1547 * check_move_on() depends on correct map flags (so functions like 1400 * check_move_on() depends on correct map flags (so functions like
1548 * blocked() and wall() work properly), and these flags are updated by 1401 * blocked() and wall() work properly), and these flags are updated by
1549 * update_object(). 1402 * update_object().
1551 1404
1552 /* if this is not the head or flag has been passed, don't check walk on status */ 1405 /* if this is not the head or flag has been passed, don't check walk on status */
1553 if (!(flag & INS_NO_WALK_ON) && !op->head) 1406 if (!(flag & INS_NO_WALK_ON) && !op->head)
1554 { 1407 {
1555 if (check_move_on (op, originator)) 1408 if (check_move_on (op, originator))
1556 return NULL; 1409 return 0;
1557 1410
1558 /* If we are a multi part object, lets work our way through the check 1411 /* If we are a multi part object, lets work our way through the check
1559 * walk on's. 1412 * walk on's.
1560 */ 1413 */
1561 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1562 if (check_move_on (tmp, originator)) 1415 if (check_move_on (tmp, originator))
1563 return NULL; 1416 return 0;
1564 } 1417 }
1565 1418
1566 return op; 1419 return op;
1567} 1420}
1568 1421
1569/* this function inserts an object in the map, but if it 1422/* this function inserts an object in the map, but if it
1570 * finds an object of its own type, it'll remove that one first. 1423 * finds an object of its own type, it'll remove that one first.
1571 * op is the object to insert it under: supplies x and the map. 1424 * op is the object to insert it under: supplies x and the map.
1572 */ 1425 */
1573void 1426void
1574replace_insert_ob_in_map (const char *arch_string, object *op) 1427replace_insert_ob_in_map (const char *arch_string, object *op)
1575{ 1428{
1576 object * 1429 object *tmp, *tmp1;
1577 tmp;
1578 object *
1579 tmp1;
1580 1430
1581 /* first search for itself and remove any old instances */ 1431 /* first search for itself and remove any old instances */
1582 1432
1583 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1584 {
1585 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1586 { 1435 tmp->destroy ();
1587 remove_ob (tmp);
1588 free_object (tmp);
1589 }
1590 }
1591 1436
1592 tmp1 = arch_to_object (find_archetype (arch_string)); 1437 tmp1 = arch_to_object (archetype::find (arch_string));
1593 1438
1594 tmp1->x = op->x; 1439 tmp1->x = op->x;
1595 tmp1->y = op->y; 1440 tmp1->y = op->y;
1596 insert_ob_in_map (tmp1, op->map, op, 0); 1441 insert_ob_in_map (tmp1, op->map, op, 0);
1597} 1442}
1605 */ 1450 */
1606 1451
1607object * 1452object *
1608get_split_ob (object *orig_ob, uint32 nr) 1453get_split_ob (object *orig_ob, uint32 nr)
1609{ 1454{
1610 object * 1455 object *newob;
1611 newob;
1612 int
1613 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1614 1457
1615 if (orig_ob->nrof < nr) 1458 if (orig_ob->nrof < nr)
1616 { 1459 {
1617 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1460 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1618 return NULL; 1461 return NULL;
1619 } 1462 }
1620 1463
1621 newob = object_create_clone (orig_ob); 1464 newob = object_create_clone (orig_ob);
1622 1465
1623 if ((orig_ob->nrof -= nr) < 1) 1466 if ((orig_ob->nrof -= nr) < 1)
1624 { 1467 orig_ob->destroy (1);
1625 if (!is_removed)
1626 remove_ob (orig_ob);
1627 free_object2 (orig_ob, 1);
1628 }
1629 else if (!is_removed) 1468 else if (!is_removed)
1630 { 1469 {
1631 if (orig_ob->env != NULL) 1470 if (orig_ob->env != NULL)
1632 sub_weight (orig_ob->env, orig_ob->weight * nr); 1471 sub_weight (orig_ob->env, orig_ob->weight * nr);
1633 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1472 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1653 1492
1654object * 1493object *
1655decrease_ob_nr (object *op, uint32 i) 1494decrease_ob_nr (object *op, uint32 i)
1656{ 1495{
1657 object *tmp; 1496 object *tmp;
1658 player *pl;
1659 1497
1660 if (i == 0) /* objects with op->nrof require this check */ 1498 if (i == 0) /* objects with op->nrof require this check */
1661 return op; 1499 return op;
1662 1500
1663 if (i > op->nrof) 1501 if (i > op->nrof)
1664 i = op->nrof; 1502 i = op->nrof;
1665 1503
1666 if (QUERY_FLAG (op, FLAG_REMOVED)) 1504 if (QUERY_FLAG (op, FLAG_REMOVED))
1667 op->nrof -= i; 1505 op->nrof -= i;
1668 else if (op->env != NULL) 1506 else if (op->env)
1669 { 1507 {
1670 /* is this object in the players inventory, or sub container 1508 /* is this object in the players inventory, or sub container
1671 * therein? 1509 * therein?
1672 */ 1510 */
1673 tmp = is_player_inv (op->env); 1511 tmp = op->in_player ();
1674 /* nope. Is this a container the player has opened? 1512 /* nope. Is this a container the player has opened?
1675 * If so, set tmp to that player. 1513 * If so, set tmp to that player.
1676 * IMO, searching through all the players will mostly 1514 * IMO, searching through all the players will mostly
1677 * likely be quicker than following op->env to the map, 1515 * likely be quicker than following op->env to the map,
1678 * and then searching the map for a player. 1516 * and then searching the map for a player.
1679 */ 1517 */
1680 if (!tmp) 1518 if (!tmp)
1681 { 1519 for_all_players (pl)
1682 for (pl = first_player; pl; pl = pl->next)
1683 if (pl->ob->container == op->env) 1520 if (pl->ob->container == op->env)
1521 {
1522 tmp = pl->ob;
1684 break; 1523 break;
1685 if (pl)
1686 tmp = pl->ob;
1687 else
1688 tmp = NULL;
1689 } 1524 }
1690 1525
1691 if (i < op->nrof) 1526 if (i < op->nrof)
1692 { 1527 {
1693 sub_weight (op->env, op->weight * i); 1528 sub_weight (op->env, op->weight * i);
1694 op->nrof -= i; 1529 op->nrof -= i;
1695 if (tmp) 1530 if (tmp)
1696 {
1697 esrv_send_item (tmp, op); 1531 esrv_send_item (tmp, op);
1698 }
1699 } 1532 }
1700 else 1533 else
1701 { 1534 {
1702 remove_ob (op); 1535 op->remove ();
1703 op->nrof = 0; 1536 op->nrof = 0;
1704 if (tmp) 1537 if (tmp)
1705 {
1706 esrv_del_item (tmp->contr, op->count); 1538 esrv_del_item (tmp->contr, op->count);
1707 }
1708 } 1539 }
1709 } 1540 }
1710 else 1541 else
1711 { 1542 {
1712 object *above = op->above; 1543 object *above = op->above;
1713 1544
1714 if (i < op->nrof) 1545 if (i < op->nrof)
1715 op->nrof -= i; 1546 op->nrof -= i;
1716 else 1547 else
1717 { 1548 {
1718 remove_ob (op); 1549 op->remove ();
1719 op->nrof = 0; 1550 op->nrof = 0;
1720 } 1551 }
1721 1552
1722 /* Since we just removed op, op->above is null */ 1553 /* Since we just removed op, op->above is null */
1723 for (tmp = above; tmp != NULL; tmp = tmp->above) 1554 for (tmp = above; tmp; tmp = tmp->above)
1724 if (tmp->type == PLAYER) 1555 if (tmp->type == PLAYER)
1725 { 1556 {
1726 if (op->nrof) 1557 if (op->nrof)
1727 esrv_send_item (tmp, op); 1558 esrv_send_item (tmp, op);
1728 else 1559 else
1732 1563
1733 if (op->nrof) 1564 if (op->nrof)
1734 return op; 1565 return op;
1735 else 1566 else
1736 { 1567 {
1737 free_object (op); 1568 op->destroy ();
1738 return NULL; 1569 return 0;
1739 } 1570 }
1740} 1571}
1741 1572
1742/* 1573/*
1743 * add_weight(object, weight) adds the specified weight to an object, 1574 * add_weight(object, weight) adds the specified weight to an object,
1755 op->carrying += weight; 1586 op->carrying += weight;
1756 op = op->env; 1587 op = op->env;
1757 } 1588 }
1758} 1589}
1759 1590
1591object *
1592insert_ob_in_ob (object *op, object *where)
1593{
1594 if (!where)
1595 {
1596 char *dump = dump_object (op);
1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1598 free (dump);
1599 return op;
1600 }
1601
1602 if (where->head)
1603 {
1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1605 where = where->head;
1606 }
1607
1608 return where->insert (op);
1609}
1610
1760/* 1611/*
1761 * insert_ob_in_ob(op,environment): 1612 * env->insert (op)
1762 * This function inserts the object op in the linked list 1613 * This function inserts the object op in the linked list
1763 * inside the object environment. 1614 * inside the object environment.
1764 * 1615 *
1765 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1766 * the inventory at the last position or next to other objects of the same
1767 * type.
1768 * Frank: Now sorted by type, archetype and magic!
1769 *
1770 * The function returns now pointer to inserted item, and return value can 1616 * The function returns now pointer to inserted item, and return value can
1771 * be != op, if items are merged. -Tero 1617 * be != op, if items are merged. -Tero
1772 */ 1618 */
1773 1619
1774object * 1620object *
1775insert_ob_in_ob (object *op, object *where) 1621object::insert (object *op)
1776{ 1622{
1777 object * 1623 object *tmp, *otmp;
1778 tmp, *
1779 otmp;
1780 1624
1781 if (!QUERY_FLAG (op, FLAG_REMOVED)) 1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1782 { 1626 op->remove ();
1783 dump_object (op);
1784 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", errmsg);
1785 return op;
1786 }
1787
1788 if (where == NULL)
1789 {
1790 dump_object (op);
1791 LOG (llevError, "Trying to put object in NULL.\n%s\n", errmsg);
1792 return op;
1793 }
1794
1795 if (where->head)
1796 {
1797 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n");
1798 where = where->head;
1799 }
1800 1627
1801 if (op->more) 1628 if (op->more)
1802 { 1629 {
1803 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1804 return op; 1631 return op;
1806 1633
1807 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1808 CLEAR_FLAG (op, FLAG_REMOVED); 1635 CLEAR_FLAG (op, FLAG_REMOVED);
1809 if (op->nrof) 1636 if (op->nrof)
1810 { 1637 {
1811 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1812 if (CAN_MERGE (tmp, op)) 1639 if (object::can_merge (tmp, op))
1813 { 1640 {
1814 /* return the original object and remove inserted object 1641 /* return the original object and remove inserted object
1815 (client needs the original object) */ 1642 (client needs the original object) */
1816 tmp->nrof += op->nrof; 1643 tmp->nrof += op->nrof;
1817 /* Weight handling gets pretty funky. Since we are adding to 1644 /* Weight handling gets pretty funky. Since we are adding to
1818 * tmp->nrof, we need to increase the weight. 1645 * tmp->nrof, we need to increase the weight.
1819 */ 1646 */
1820 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1821 SET_FLAG (op, FLAG_REMOVED); 1648 SET_FLAG (op, FLAG_REMOVED);
1822 free_object (op); /* free the inserted object */ 1649 op->destroy (); /* free the inserted object */
1823 op = tmp; 1650 op = tmp;
1824 remove_ob (op); /* and fix old object's links */ 1651 op->remove (); /* and fix old object's links */
1825 CLEAR_FLAG (op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1826 break; 1653 break;
1827 } 1654 }
1828 1655
1829 /* I assume combined objects have no inventory 1656 /* I assume combined objects have no inventory
1830 * We add the weight - this object could have just been removed 1657 * We add the weight - this object could have just been removed
1831 * (if it was possible to merge). calling remove_ob will subtract 1658 * (if it was possible to merge). calling remove_ob will subtract
1832 * the weight, so we need to add it in again, since we actually do 1659 * the weight, so we need to add it in again, since we actually do
1833 * the linking below 1660 * the linking below
1834 */ 1661 */
1835 add_weight (where, op->weight * op->nrof); 1662 add_weight (this, op->weight * op->nrof);
1836 } 1663 }
1837 else 1664 else
1838 add_weight (where, (op->weight + op->carrying)); 1665 add_weight (this, (op->weight + op->carrying));
1839 1666
1840 otmp = is_player_inv (where); 1667 otmp = this->in_player ();
1841 if (otmp && otmp->contr != NULL) 1668 if (otmp && otmp->contr)
1842 {
1843 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1844 fix_player (otmp); 1670 otmp->update_stats ();
1845 }
1846 1671
1847 op->map = NULL; 1672 op->map = 0;
1848 op->env = where; 1673 op->env = this;
1849 op->above = NULL; 1674 op->above = 0;
1850 op->below = NULL; 1675 op->below = 0;
1851 op->x = 0, op->y = 0; 1676 op->x = 0, op->y = 0;
1852 1677
1853 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1854 if ((op->glow_radius != 0) && where->map) 1679 if ((op->glow_radius != 0) && map)
1855 { 1680 {
1856#ifdef DEBUG_LIGHTS 1681#ifdef DEBUG_LIGHTS
1857 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1858#endif /* DEBUG_LIGHTS */ 1683#endif /* DEBUG_LIGHTS */
1859 if (MAP_DARKNESS (where->map)) 1684 if (map->darkness)
1860 update_all_los (where->map, where->x, where->y); 1685 update_all_los (map, x, y);
1861 } 1686 }
1862 1687
1863 /* Client has no idea of ordering so lets not bother ordering it here. 1688 /* Client has no idea of ordering so lets not bother ordering it here.
1864 * It sure simplifies this function... 1689 * It sure simplifies this function...
1865 */ 1690 */
1866 if (where->inv == NULL) 1691 if (!inv)
1867 where->inv = op; 1692 inv = op;
1868 else 1693 else
1869 { 1694 {
1870 op->below = where->inv; 1695 op->below = inv;
1871 op->below->above = op; 1696 op->below->above = op;
1872 where->inv = op; 1697 inv = op;
1873 } 1698 }
1699
1700 INVOKE_OBJECT (INSERT, this);
1701
1874 return op; 1702 return op;
1875} 1703}
1876 1704
1877/* 1705/*
1878 * Checks if any objects has a move_type that matches objects 1706 * Checks if any objects has a move_type that matches objects
1896 */ 1724 */
1897 1725
1898int 1726int
1899check_move_on (object *op, object *originator) 1727check_move_on (object *op, object *originator)
1900{ 1728{
1901 object * 1729 object *tmp;
1902 tmp; 1730 maptile *m = op->map;
1903 tag_t
1904 tag;
1905 mapstruct *
1906 m = op->map;
1907 int
1908 x = op->x, y = op->y; 1731 int x = op->x, y = op->y;
1909 1732
1910 MoveType 1733 MoveType move_on, move_slow, move_block;
1911 move_on,
1912 move_slow,
1913 move_block;
1914 1734
1915 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1735 if (QUERY_FLAG (op, FLAG_NO_APPLY))
1916 return 0; 1736 return 0;
1917
1918 tag = op->count;
1919 1737
1920 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1738 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
1921 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1739 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
1922 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1740 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
1923 1741
1939 1757
1940 /* The objects have to be checked from top to bottom. 1758 /* The objects have to be checked from top to bottom.
1941 * Hence, we first go to the top: 1759 * Hence, we first go to the top:
1942 */ 1760 */
1943 1761
1944 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1945 { 1763 {
1946 /* Trim the search when we find the first other spell effect 1764 /* Trim the search when we find the first other spell effect
1947 * this helps performance so that if a space has 50 spell objects, 1765 * this helps performance so that if a space has 50 spell objects,
1948 * we don't need to check all of them. 1766 * we don't need to check all of them.
1949 */ 1767 */
1984 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1802 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1985 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1803 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1986 { 1804 {
1987 move_apply (tmp, op, originator); 1805 move_apply (tmp, op, originator);
1988 1806
1989 if (was_destroyed (op, tag)) 1807 if (op->destroyed ())
1990 return 1; 1808 return 1;
1991 1809
1992 /* what the person/creature stepped onto has moved the object 1810 /* what the person/creature stepped onto has moved the object
1993 * someplace new. Don't process any further - if we did, 1811 * someplace new. Don't process any further - if we did,
1994 * have a feeling strange problems would result. 1812 * have a feeling strange problems would result.
2004/* 1822/*
2005 * present_arch(arch, map, x, y) searches for any objects with 1823 * present_arch(arch, map, x, y) searches for any objects with
2006 * a matching archetype at the given map and coordinates. 1824 * a matching archetype at the given map and coordinates.
2007 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
2008 */ 1826 */
2009
2010object * 1827object *
2011present_arch (const archetype *at, mapstruct *m, int x, int y) 1828present_arch (const archetype *at, maptile *m, int x, int y)
2012{ 1829{
2013 object *
2014 tmp;
2015
2016 if (m == NULL || out_of_map (m, x, y)) 1830 if (m == NULL || out_of_map (m, x, y))
2017 { 1831 {
2018 LOG (llevError, "Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
2019 return NULL; 1833 return NULL;
2020 } 1834 }
1835
2021 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2022 if (tmp->arch == at) 1837 if (tmp->arch == at)
2023 return tmp; 1838 return tmp;
1839
2024 return NULL; 1840 return NULL;
2025} 1841}
2026 1842
2027/* 1843/*
2028 * present(type, map, x, y) searches for any objects with 1844 * present(type, map, x, y) searches for any objects with
2029 * a matching type variable at the given map and coordinates. 1845 * a matching type variable at the given map and coordinates.
2030 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
2031 */ 1847 */
2032
2033object * 1848object *
2034present (unsigned char type, mapstruct *m, int x, int y) 1849present (unsigned char type, maptile *m, int x, int y)
2035{ 1850{
2036 object *
2037 tmp;
2038
2039 if (out_of_map (m, x, y)) 1851 if (out_of_map (m, x, y))
2040 { 1852 {
2041 LOG (llevError, "Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
2042 return NULL; 1854 return NULL;
2043 } 1855 }
1856
2044 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2045 if (tmp->type == type) 1858 if (tmp->type == type)
2046 return tmp; 1859 return tmp;
1860
2047 return NULL; 1861 return NULL;
2048} 1862}
2049 1863
2050/* 1864/*
2051 * present_in_ob(type, object) searches for any objects with 1865 * present_in_ob(type, object) searches for any objects with
2052 * a matching type variable in the inventory of the given object. 1866 * a matching type variable in the inventory of the given object.
2053 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2054 */ 1868 */
2055
2056object * 1869object *
2057present_in_ob (unsigned char type, const object *op) 1870present_in_ob (unsigned char type, const object *op)
2058{ 1871{
2059 object *
2060 tmp;
2061
2062 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2063 if (tmp->type == type) 1873 if (tmp->type == type)
2064 return tmp; 1874 return tmp;
1875
2065 return NULL; 1876 return NULL;
2066} 1877}
2067 1878
2068/* 1879/*
2069 * present_in_ob (type, str, object) searches for any objects with 1880 * present_in_ob (type, str, object) searches for any objects with
2077 * str is the string to match against. Note that we match against 1888 * str is the string to match against. Note that we match against
2078 * the object name, not the archetype name. this is so that the 1889 * the object name, not the archetype name. this is so that the
2079 * spell code can use one object type (force), but change it's name 1890 * spell code can use one object type (force), but change it's name
2080 * to be unique. 1891 * to be unique.
2081 */ 1892 */
2082
2083object * 1893object *
2084present_in_ob_by_name (int type, const char *str, const object *op) 1894present_in_ob_by_name (int type, const char *str, const object *op)
2085{ 1895{
2086 object *
2087 tmp;
2088
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2090 {
2091 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2092 return tmp; 1898 return tmp;
2093 } 1899
2094 return NULL; 1900 return 0;
2095} 1901}
2096 1902
2097/* 1903/*
2098 * present_arch_in_ob(archetype, object) searches for any objects with 1904 * present_arch_in_ob(archetype, object) searches for any objects with
2099 * a matching archetype in the inventory of the given object. 1905 * a matching archetype in the inventory of the given object.
2100 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2101 */ 1907 */
2102
2103object * 1908object *
2104present_arch_in_ob (const archetype *at, const object *op) 1909present_arch_in_ob (const archetype *at, const object *op)
2105{ 1910{
2106 object *
2107 tmp;
2108
2109 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2110 if (tmp->arch == at) 1912 if (tmp->arch == at)
2111 return tmp; 1913 return tmp;
1914
2112 return NULL; 1915 return NULL;
2113} 1916}
2114 1917
2115/* 1918/*
2116 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
2117 */ 1920 */
2118void 1921void
2119flag_inv (object *op, int flag) 1922flag_inv (object *op, int flag)
2120{ 1923{
2121 object *
2122 tmp;
2123
2124 if (op->inv) 1924 if (op->inv)
2125 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2126 { 1926 {
2127 SET_FLAG (tmp, flag); 1927 SET_FLAG (tmp, flag);
2128 flag_inv (tmp, flag); 1928 flag_inv (tmp, flag);
2129 } 1929 }
2130} /* 1930}
1931
1932/*
2131 * desactivate recursively a flag on an object inventory 1933 * deactivate recursively a flag on an object inventory
2132 */ 1934 */
2133void 1935void
2134unflag_inv (object *op, int flag) 1936unflag_inv (object *op, int flag)
2135{ 1937{
2136 object *
2137 tmp;
2138
2139 if (op->inv) 1938 if (op->inv)
2140 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2141 { 1940 {
2142 CLEAR_FLAG (tmp, flag); 1941 CLEAR_FLAG (tmp, flag);
2143 unflag_inv (tmp, flag); 1942 unflag_inv (tmp, flag);
2144 } 1943 }
2145} 1944}
2148 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2149 * all it's inventory (recursively). 1948 * all it's inventory (recursively).
2150 * If checksums are used, a player will get set_cheat called for 1949 * If checksums are used, a player will get set_cheat called for
2151 * him/her-self and all object carried by a call to this function. 1950 * him/her-self and all object carried by a call to this function.
2152 */ 1951 */
2153
2154void 1952void
2155set_cheat (object *op) 1953set_cheat (object *op)
2156{ 1954{
2157 SET_FLAG (op, FLAG_WAS_WIZ); 1955 SET_FLAG (op, FLAG_WAS_WIZ);
2158 flag_inv (op, FLAG_WAS_WIZ); 1956 flag_inv (op, FLAG_WAS_WIZ);
2177 * because arch_blocked (now ob_blocked) needs to know the movement type 1975 * because arch_blocked (now ob_blocked) needs to know the movement type
2178 * to know if the space in question will block the object. We can't use 1976 * to know if the space in question will block the object. We can't use
2179 * the archetype because that isn't correct if the monster has been 1977 * the archetype because that isn't correct if the monster has been
2180 * customized, changed states, etc. 1978 * customized, changed states, etc.
2181 */ 1979 */
2182
2183int 1980int
2184find_free_spot (const object *ob, mapstruct *m, int x, int y, int start, int stop) 1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2185{ 1982{
2186 int
2187 i,
2188 index = 0, flag; 1983 int index = 0, flag;
2189 static int
2190 altern[SIZEOFFREE]; 1984 int altern[SIZEOFFREE];
2191 1985
2192 for (i = start; i < stop; i++) 1986 for (int i = start; i < stop; i++)
2193 { 1987 {
2194 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2195 if (!flag) 1989 if (!flag)
2196 altern[index++] = i; 1990 altern [index++] = i;
2197 1991
2198 /* Basically, if we find a wall on a space, we cut down the search size. 1992 /* Basically, if we find a wall on a space, we cut down the search size.
2199 * In this way, we won't return spaces that are on another side of a wall. 1993 * In this way, we won't return spaces that are on another side of a wall.
2200 * This mostly work, but it cuts down the search size in all directions - 1994 * This mostly work, but it cuts down the search size in all directions -
2201 * if the space being examined only has a wall to the north and empty 1995 * if the space being examined only has a wall to the north and empty
2202 * spaces in all the other directions, this will reduce the search space 1996 * spaces in all the other directions, this will reduce the search space
2203 * to only the spaces immediately surrounding the target area, and 1997 * to only the spaces immediately surrounding the target area, and
2204 * won't look 2 spaces south of the target space. 1998 * won't look 2 spaces south of the target space.
2205 */ 1999 */
2206 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2207 stop = maxfree[i]; 2001 stop = maxfree[i];
2208 } 2002 }
2003
2209 if (!index) 2004 if (!index)
2210 return -1; 2005 return -1;
2006
2211 return altern[RANDOM () % index]; 2007 return altern[RANDOM () % index];
2212} 2008}
2213 2009
2214/* 2010/*
2215 * find_first_free_spot(archetype, mapstruct, x, y) works like 2011 * find_first_free_spot(archetype, maptile, x, y) works like
2216 * find_free_spot(), but it will search max number of squares. 2012 * find_free_spot(), but it will search max number of squares.
2217 * But it will return the first available spot, not a random choice. 2013 * But it will return the first available spot, not a random choice.
2218 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2014 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2219 */ 2015 */
2220
2221int 2016int
2222find_first_free_spot (const object *ob, mapstruct *m, int x, int y) 2017find_first_free_spot (const object *ob, maptile *m, int x, int y)
2223{ 2018{
2224 int
2225 i;
2226
2227 for (i = 0; i < SIZEOFFREE; i++) 2019 for (int i = 0; i < SIZEOFFREE; i++)
2228 {
2229 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2230 return i; 2021 return i;
2231 } 2022
2232 return -1; 2023 return -1;
2233} 2024}
2234 2025
2235/* 2026/*
2236 * The function permute(arr, begin, end) randomly reorders the array 2027 * The function permute(arr, begin, end) randomly reorders the array
2237 * arr[begin..end-1]. 2028 * arr[begin..end-1].
2029 * now uses a fisher-yates shuffle, old permute was broken
2238 */ 2030 */
2239static void 2031static void
2240permute (int *arr, int begin, int end) 2032permute (int *arr, int begin, int end)
2241{ 2033{
2242 int 2034 arr += begin;
2243 i,
2244 j,
2245 tmp,
2246 len;
2247
2248 len = end - begin; 2035 end -= begin;
2249 for (i = begin; i < end; i++)
2250 {
2251 j = begin + RANDOM () % len;
2252 2036
2253 tmp = arr[i]; 2037 while (--end)
2254 arr[i] = arr[j]; 2038 swap (arr [end], arr [RANDOM () % (end + 1)]);
2255 arr[j] = tmp;
2256 }
2257} 2039}
2258 2040
2259/* new function to make monster searching more efficient, and effective! 2041/* new function to make monster searching more efficient, and effective!
2260 * This basically returns a randomized array (in the passed pointer) of 2042 * This basically returns a randomized array (in the passed pointer) of
2261 * the spaces to find monsters. In this way, it won't always look for 2043 * the spaces to find monsters. In this way, it won't always look for
2264 * the 3x3 area will be searched, just not in a predictable order. 2046 * the 3x3 area will be searched, just not in a predictable order.
2265 */ 2047 */
2266void 2048void
2267get_search_arr (int *search_arr) 2049get_search_arr (int *search_arr)
2268{ 2050{
2269 int 2051 int i;
2270 i;
2271 2052
2272 for (i = 0; i < SIZEOFFREE; i++) 2053 for (i = 0; i < SIZEOFFREE; i++)
2273 {
2274 search_arr[i] = i; 2054 search_arr[i] = i;
2275 }
2276 2055
2277 permute (search_arr, 1, SIZEOFFREE1 + 1); 2056 permute (search_arr, 1, SIZEOFFREE1 + 1);
2278 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2057 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2279 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2058 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2280} 2059}
2289 * Perhaps incorrectly, but I'm making the assumption that exclude 2068 * Perhaps incorrectly, but I'm making the assumption that exclude
2290 * is actually want is going to try and move there. We need this info 2069 * is actually want is going to try and move there. We need this info
2291 * because we have to know what movement the thing looking to move 2070 * because we have to know what movement the thing looking to move
2292 * there is capable of. 2071 * there is capable of.
2293 */ 2072 */
2294
2295int 2073int
2296find_dir (mapstruct *m, int x, int y, object *exclude) 2074find_dir (maptile *m, int x, int y, object *exclude)
2297{ 2075{
2298 int
2299 i,
2300 max = SIZEOFFREE, mflags; 2076 int i, max = SIZEOFFREE, mflags;
2301 2077
2302 sint16 nx, ny; 2078 sint16 nx, ny;
2303 object * 2079 object *tmp;
2304 tmp; 2080 maptile *mp;
2305 mapstruct *
2306 mp;
2307 2081
2308 MoveType blocked, move_type; 2082 MoveType blocked, move_type;
2309 2083
2310 if (exclude && exclude->head) 2084 if (exclude && exclude->head)
2311 { 2085 {
2323 mp = m; 2097 mp = m;
2324 nx = x + freearr_x[i]; 2098 nx = x + freearr_x[i];
2325 ny = y + freearr_y[i]; 2099 ny = y + freearr_y[i];
2326 2100
2327 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2101 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2102
2328 if (mflags & P_OUT_OF_MAP) 2103 if (mflags & P_OUT_OF_MAP)
2329 {
2330 max = maxfree[i]; 2104 max = maxfree[i];
2331 }
2332 else 2105 else
2333 { 2106 {
2334 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2107 mapspace &ms = mp->at (nx, ny);
2108
2109 blocked = ms.move_block;
2335 2110
2336 if ((move_type & blocked) == move_type) 2111 if ((move_type & blocked) == move_type)
2337 {
2338 max = maxfree[i]; 2112 max = maxfree[i];
2339 }
2340 else if (mflags & P_IS_ALIVE) 2113 else if (mflags & P_IS_ALIVE)
2341 { 2114 {
2342 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2115 for (tmp = ms.bot; tmp; tmp = tmp->above)
2343 { 2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2344 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2117 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2345 {
2346 break; 2118 break;
2347 } 2119
2348 }
2349 if (tmp) 2120 if (tmp)
2350 {
2351 return freedir[i]; 2121 return freedir[i];
2352 }
2353 } 2122 }
2354 } 2123 }
2355 } 2124 }
2125
2356 return 0; 2126 return 0;
2357} 2127}
2358 2128
2359/* 2129/*
2360 * distance(object 1, object 2) will return the square of the 2130 * distance(object 1, object 2) will return the square of the
2361 * distance between the two given objects. 2131 * distance between the two given objects.
2362 */ 2132 */
2363
2364int 2133int
2365distance (const object *ob1, const object *ob2) 2134distance (const object *ob1, const object *ob2)
2366{ 2135{
2367 int
2368 i;
2369
2370 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2136 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2371 return i;
2372} 2137}
2373 2138
2374/* 2139/*
2375 * find_dir_2(delta-x,delta-y) will return a direction in which 2140 * find_dir_2(delta-x,delta-y) will return a direction in which
2376 * an object which has subtracted the x and y coordinates of another 2141 * an object which has subtracted the x and y coordinates of another
2377 * object, needs to travel toward it. 2142 * object, needs to travel toward it.
2378 */ 2143 */
2379
2380int 2144int
2381find_dir_2 (int x, int y) 2145find_dir_2 (int x, int y)
2382{ 2146{
2383 int 2147 int q;
2384 q;
2385 2148
2386 if (y) 2149 if (y)
2387 q = x * 100 / y; 2150 q = x * 100 / y;
2388 else if (x) 2151 else if (x)
2389 q = -300 * x; 2152 q = -300 * x;
2424int 2187int
2425absdir (int d) 2188absdir (int d)
2426{ 2189{
2427 while (d < 1) 2190 while (d < 1)
2428 d += 8; 2191 d += 8;
2192
2429 while (d > 8) 2193 while (d > 8)
2430 d -= 8; 2194 d -= 8;
2195
2431 return d; 2196 return d;
2432} 2197}
2433 2198
2434/* 2199/*
2435 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2437 */ 2202 */
2438 2203
2439int 2204int
2440dirdiff (int dir1, int dir2) 2205dirdiff (int dir1, int dir2)
2441{ 2206{
2442 int 2207 int d;
2443 d;
2444 2208
2445 d = abs (dir1 - dir2); 2209 d = abs (dir1 - dir2);
2446 if (d > 4) 2210 if (d > 4)
2447 d = 8 - d; 2211 d = 8 - d;
2212
2448 return d; 2213 return d;
2449} 2214}
2450 2215
2451/* peterm: 2216/* peterm:
2452 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2455 * This basically means that if direction is 15, then it could either go 2220 * This basically means that if direction is 15, then it could either go
2456 * direction 4, 14, or 16 to get back to where we are. 2221 * direction 4, 14, or 16 to get back to where we are.
2457 * Moved from spell_util.c to object.c with the other related direction 2222 * Moved from spell_util.c to object.c with the other related direction
2458 * functions. 2223 * functions.
2459 */ 2224 */
2460
2461int
2462 reduction_dir[SIZEOFFREE][3] = { 2225int reduction_dir[SIZEOFFREE][3] = {
2463 {0, 0, 0}, /* 0 */ 2226 {0, 0, 0}, /* 0 */
2464 {0, 0, 0}, /* 1 */ 2227 {0, 0, 0}, /* 1 */
2465 {0, 0, 0}, /* 2 */ 2228 {0, 0, 0}, /* 2 */
2466 {0, 0, 0}, /* 3 */ 2229 {0, 0, 0}, /* 3 */
2467 {0, 0, 0}, /* 4 */ 2230 {0, 0, 0}, /* 4 */
2515 * find a path to that monster that we found. If not, 2278 * find a path to that monster that we found. If not,
2516 * we don't bother going toward it. Returns 1 if we 2279 * we don't bother going toward it. Returns 1 if we
2517 * can see a direct way to get it 2280 * can see a direct way to get it
2518 * Modified to be map tile aware -.MSW 2281 * Modified to be map tile aware -.MSW
2519 */ 2282 */
2520
2521
2522int 2283int
2523can_see_monsterP (mapstruct *m, int x, int y, int dir) 2284can_see_monsterP (maptile *m, int x, int y, int dir)
2524{ 2285{
2525 sint16 dx, dy; 2286 sint16 dx, dy;
2526 int
2527 mflags; 2287 int mflags;
2528 2288
2529 if (dir < 0) 2289 if (dir < 0)
2530 return 0; /* exit condition: invalid direction */ 2290 return 0; /* exit condition: invalid direction */
2531 2291
2532 dx = x + freearr_x[dir]; 2292 dx = x + freearr_x[dir];
2545 return 0; 2305 return 0;
2546 2306
2547 /* yes, can see. */ 2307 /* yes, can see. */
2548 if (dir < 9) 2308 if (dir < 9)
2549 return 1; 2309 return 1;
2310
2550 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2311 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2551 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2312 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2313 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2552} 2314}
2553
2554
2555 2315
2556/* 2316/*
2557 * can_pick(picker, item): finds out if an object is possible to be 2317 * can_pick(picker, item): finds out if an object is possible to be
2558 * picked up by the picker. Returnes 1 if it can be 2318 * picked up by the picker. Returnes 1 if it can be
2559 * picked up, otherwise 0. 2319 * picked up, otherwise 0.
2570 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2571 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2572 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2573} 2333}
2574 2334
2575
2576/* 2335/*
2577 * create clone from object to another 2336 * create clone from object to another
2578 */ 2337 */
2579object * 2338object *
2580object_create_clone (object *asrc) 2339object_create_clone (object *asrc)
2581{ 2340{
2582 object *
2583 dst = NULL, *tmp, *src, *part, *prev, *item; 2341 object *dst = 0, *tmp, *src, *part, *prev, *item;
2584 2342
2585 if (!asrc) 2343 if (!asrc)
2586 return NULL; 2344 return 0;
2345
2587 src = asrc; 2346 src = asrc;
2588 if (src->head) 2347 if (src->head)
2589 src = src->head; 2348 src = src->head;
2590 2349
2591 prev = NULL; 2350 prev = 0;
2592 for (part = src; part; part = part->more) 2351 for (part = src; part; part = part->more)
2593 { 2352 {
2594 tmp = get_object (); 2353 tmp = part->clone ();
2595 copy_object (part, tmp);
2596 tmp->x -= src->x; 2354 tmp->x -= src->x;
2597 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2598 if (!part->head) 2357 if (!part->head)
2599 { 2358 {
2600 dst = tmp; 2359 dst = tmp;
2601 tmp->head = NULL; 2360 tmp->head = 0;
2602 } 2361 }
2603 else 2362 else
2604 {
2605 tmp->head = dst; 2363 tmp->head = dst;
2606 } 2364
2607 tmp->more = NULL; 2365 tmp->more = 0;
2366
2608 if (prev) 2367 if (prev)
2609 prev->more = tmp; 2368 prev->more = tmp;
2369
2610 prev = tmp; 2370 prev = tmp;
2611 } 2371 }
2612 2372
2613 /*** copy inventory ***/
2614 for (item = src->inv; item; item = item->below) 2373 for (item = src->inv; item; item = item->below)
2615 {
2616 (void) insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2617 }
2618 2375
2619 return dst; 2376 return dst;
2620} 2377}
2621 2378
2622/* return true if the object was destroyed, 0 otherwise */
2623int
2624was_destroyed (const object *op, tag_t old_tag)
2625{
2626 /* checking for FLAG_FREED isn't necessary, but makes this function more
2627 * robust */
2628 return op->count != old_tag || QUERY_FLAG (op, FLAG_FREED);
2629}
2630
2631/* GROS - Creates an object using a string representing its content. */ 2379/* GROS - Creates an object using a string representing its content. */
2632
2633/* Basically, we save the content of the string to a temp file, then call */ 2380/* Basically, we save the content of the string to a temp file, then call */
2634
2635/* load_object on it. I admit it is a highly inefficient way to make things, */ 2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2636
2637/* but it was simple to make and allows reusing the load_object function. */ 2382/* but it was simple to make and allows reusing the load_object function. */
2638
2639/* Remember not to use load_object_str in a time-critical situation. */ 2383/* Remember not to use load_object_str in a time-critical situation. */
2640
2641/* Also remember that multiparts objects are not supported for now. */ 2384/* Also remember that multiparts objects are not supported for now. */
2642
2643object * 2385object *
2644load_object_str (const char *obstr) 2386load_object_str (const char *obstr)
2645{ 2387{
2646 object * 2388 object *op;
2647 op;
2648 char
2649 filename[MAX_BUF]; 2389 char filename[MAX_BUF];
2650 2390
2651 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir); 2391 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2652 2392
2653 FILE *
2654 tempfile = fopen (filename, "w"); 2393 FILE *tempfile = fopen (filename, "w");
2655 2394
2656 if (tempfile == NULL) 2395 if (tempfile == NULL)
2657 { 2396 {
2658 LOG (llevError, "Error - Unable to access load object temp file\n"); 2397 LOG (llevError, "Error - Unable to access load object temp file\n");
2659 return NULL; 2398 return NULL;
2660 }; 2399 }
2400
2661 fprintf (tempfile, obstr); 2401 fprintf (tempfile, obstr);
2662 fclose (tempfile); 2402 fclose (tempfile);
2663 2403
2664 op = get_object (); 2404 op = object::create ();
2665 2405
2666 object_thawer thawer (filename); 2406 object_thawer thawer (filename);
2667 2407
2668 if (thawer) 2408 if (thawer)
2669 load_object (thawer, op, 0); 2409 load_object (thawer, op, 0);
2679 * returns NULL if no match. 2419 * returns NULL if no match.
2680 */ 2420 */
2681object * 2421object *
2682find_obj_by_type_subtype (const object *who, int type, int subtype) 2422find_obj_by_type_subtype (const object *who, int type, int subtype)
2683{ 2423{
2684 object *
2685 tmp;
2686
2687 for (tmp = who->inv; tmp; tmp = tmp->below) 2424 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->type == type && tmp->subtype == subtype) 2425 if (tmp->type == type && tmp->subtype == subtype)
2689 return tmp; 2426 return tmp;
2690 2427
2691 return NULL; 2428 return 0;
2692} 2429}
2693 2430
2694/* If ob has a field named key, return the link from the list, 2431/* If ob has a field named key, return the link from the list,
2695 * otherwise return NULL. 2432 * otherwise return NULL.
2696 * 2433 *
2698 * do the desired thing. 2435 * do the desired thing.
2699 */ 2436 */
2700key_value * 2437key_value *
2701get_ob_key_link (const object *ob, const char *key) 2438get_ob_key_link (const object *ob, const char *key)
2702{ 2439{
2703 key_value *
2704 link;
2705
2706 for (link = ob->key_values; link != NULL; link = link->next) 2440 for (key_value *link = ob->key_values; link; link = link->next)
2707 {
2708 if (link->key == key) 2441 if (link->key == key)
2709 {
2710 return link; 2442 return link;
2711 }
2712 }
2713 2443
2714 return NULL; 2444 return 0;
2715} 2445}
2716 2446
2717/* 2447/*
2718 * Returns the value of op has an extra_field for key, or NULL. 2448 * Returns the value of op has an extra_field for key, or NULL.
2719 * 2449 *
2722 * The returned string is shared. 2452 * The returned string is shared.
2723 */ 2453 */
2724const char * 2454const char *
2725get_ob_key_value (const object *op, const char *const key) 2455get_ob_key_value (const object *op, const char *const key)
2726{ 2456{
2727 key_value * 2457 key_value *link;
2728 link; 2458 shstr_cmp canonical_key (key);
2729 const char *
2730 canonical_key;
2731 2459
2732 canonical_key = shstr::find (key);
2733
2734 if (canonical_key == NULL) 2460 if (!canonical_key)
2735 { 2461 {
2736 /* 1. There being a field named key on any object 2462 /* 1. There being a field named key on any object
2737 * implies there'd be a shared string to find. 2463 * implies there'd be a shared string to find.
2738 * 2. Since there isn't, no object has this field. 2464 * 2. Since there isn't, no object has this field.
2739 * 3. Therefore, *this* object doesn't have this field. 2465 * 3. Therefore, *this* object doesn't have this field.
2740 */ 2466 */
2741 return NULL; 2467 return 0;
2742 } 2468 }
2743 2469
2744 /* This is copied from get_ob_key_link() above - 2470 /* This is copied from get_ob_key_link() above -
2745 * only 4 lines, and saves the function call overhead. 2471 * only 4 lines, and saves the function call overhead.
2746 */ 2472 */
2747 for (link = op->key_values; link != NULL; link = link->next) 2473 for (link = op->key_values; link; link = link->next)
2748 {
2749 if (link->key == canonical_key) 2474 if (link->key == canonical_key)
2750 {
2751 return link->value; 2475 return link->value;
2752 } 2476
2753 }
2754 return NULL; 2477 return 0;
2755} 2478}
2756 2479
2757 2480
2758/* 2481/*
2759 * Updates the canonical_key in op to value. 2482 * Updates the canonical_key in op to value.
2766 * Returns TRUE on success. 2489 * Returns TRUE on success.
2767 */ 2490 */
2768int 2491int
2769set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2492set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2770{ 2493{
2771 key_value *
2772 field = NULL, *last = NULL; 2494 key_value *field = NULL, *last = NULL;
2773 2495
2774 for (field = op->key_values; field != NULL; field = field->next) 2496 for (field = op->key_values; field != NULL; field = field->next)
2775 { 2497 {
2776 if (field->key != canonical_key) 2498 if (field->key != canonical_key)
2777 { 2499 {
2805 /* IF we get here, key doesn't exist */ 2527 /* IF we get here, key doesn't exist */
2806 2528
2807 /* No field, we'll have to add it. */ 2529 /* No field, we'll have to add it. */
2808 2530
2809 if (!add_key) 2531 if (!add_key)
2810 {
2811 return FALSE; 2532 return FALSE;
2812 } 2533
2813 /* There isn't any good reason to store a null 2534 /* There isn't any good reason to store a null
2814 * value in the key/value list. If the archetype has 2535 * value in the key/value list. If the archetype has
2815 * this key, then we should also have it, so shouldn't 2536 * this key, then we should also have it, so shouldn't
2816 * be here. If user wants to store empty strings, 2537 * be here. If user wants to store empty strings,
2817 * should pass in "" 2538 * should pass in ""
2845 shstr key_ (key); 2566 shstr key_ (key);
2846 2567
2847 return set_ob_key_value_s (op, key_, value, add_key); 2568 return set_ob_key_value_s (op, key_, value, add_key);
2848} 2569}
2849 2570
2571object::depth_iterator::depth_iterator (object *container)
2572: iterator_base (container)
2573{
2574 while (item->inv)
2575 item = item->inv;
2576}
2577
2850void 2578void
2851object::deep_iterator::next () 2579object::depth_iterator::next ()
2852{ 2580{
2853 if (item->inv)
2854 item = item->inv;
2855 else if (item->below) 2581 if (item->below)
2582 {
2856 item = item->below; 2583 item = item->below;
2584
2585 while (item->inv)
2586 item = item->inv;
2587 }
2857 else 2588 else
2858 item = item->env->below; 2589 item = item->env;
2859} 2590}
2591
2592// return a suitable string describing an objetc in enough detail to find it
2593const char *
2594object::debug_desc (char *info) const
2595{
2596 char info2[256 * 3];
2597 char *p = info;
2598
2599 p += snprintf (p, 256, "%d=\"%s%s%s\"",
2600 count,
2601 &name,
2602 title ? " " : "",
2603 title ? (const char *)title : "");
2604
2605 if (env)
2606 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2607
2608 if (map)
2609 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y);
2610
2611 return info;
2612}
2613
2614const char *
2615object::debug_desc () const
2616{
2617 static char info[256 * 3];
2618 return debug_desc (info);
2619}
2620

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